Itachi 44 Posted October 3, 2017 Share Posted October 3, 2017 I have the following problem of not working correctly the effect when equipping the costumee continuous effect permanently equipped or not costumee effect disappears only when dying bool CInstanceBase::SetAcce(DWORD eAcce) { if (IsPoly()) return false; if (__IsShapeAnimalWear()) return false; eAcce = eAcce + 65536; m_GraphicThingInstance.AttachAcce(eAcce, 0, CRaceData::PART_ACCE); if (!eAcce) { __ClearAcceRefineEffect(); m_GraphicThingInstance.SetScale(1.0f, 1.0f, 1.0f); m_GraphicThingInstance.SetScalePosition(0.0f, 0.0f, 0.0f); m_awPart[CRaceData::PART_ACCE] = 0; } else { CItemData * pItemData; TItemPos Cell; Cell.cell = c_Costume_Slot_Acce-1; if (CItemManager::Instance().GetItemDataPointer(eAcce, &pItemData)) { __EffectContainer_AttachEffect(m_acceEffect); m_acceEffect = EFFECT_REFINED+EFFECT_ACCE_SPECIAL; __EffectContainer_AttachEffect(m_acceEffect); DWORD Race = GetRace(); DWORD Job = RaceToJob(Race); DWORD Sex = RaceToSex(Race); m_GraphicThingInstance.SetScaleNew(pItemData->GetItemScale(Job, Sex)); if(IsMountingHorse()) { D3DXVECTOR3 pos = pItemData->GetItemScalePosition(Job, Sex); if (Sex == 1) pos.z = pos.z + 15.0f; else pos.z = pos.z + 10.0f; m_GraphicThingInstance.SetScalePosition(pos); } else { m_GraphicThingInstance.SetScalePosition(pItemData->GetItemScalePosition(Job, Sex)); } m_awPart[CRaceData::PART_ACCE] = eAcce; } } return true; } other methods none works bool CInstanceBase::SetAcce(DWORD eAcce) { if (IsPoly()) return false; if (__IsShapeAnimalWear()) return false; eAcce = eAcce + 65536; // __ClearAcceRefineEffect(); // Clear the previous effect // m_acceEffect = EFFECT_REFINED + EFFECT_ACCE_SPECIAL; // __EffectContainer_AttachEffect(m_acceEffect); m_GraphicThingInstance.AttachAcce(eAcce, 0, CRaceData::PART_ACCE); if (!eAcce) { __ClearAcceRefineEffect(); m_GraphicThingInstance.SetScale(1.0f, 1.0f, 1.0f); m_GraphicThingInstance.SetScalePosition(0.0f, 0.0f, 0.0f); m_awPart[CRaceData::PART_ACCE] = 0; } else { CItemData * pItemData; TItemPos Cell; Cell.cell = c_Costume_Slot_Acce-1; if (CItemManager::Instance().GetItemDataPointer(eAcce, &pItemData)) { DWORD Race = GetRace(); DWORD Job = RaceToJob(Race); DWORD Sex = RaceToSex(Race); m_GraphicThingInstance.SetScaleNew(pItemData->GetItemScale(Job, Sex)); if(IsMountingHorse()) { D3DXVECTOR3 pos = pItemData->GetItemScalePosition(Job, Sex); if (Sex == 1) pos.z = pos.z + 15.0f; else pos.z = pos.z + 10.0f; m_GraphicThingInstance.SetScalePosition(pos); } else { m_GraphicThingInstance.SetScalePosition(pItemData->GetItemScalePosition(Job, Sex)); } m_awPart[CRaceData::PART_ACCE] = eAcce; __GetRefinedEffect(pItemData); } else __ClearAcceRefineEffect(); } return true; } case CItemData::ITEM_TYPE_COSTUME: __ClearAcceRefineEffect(); if (pItem->GetSubType() == CItemData::COSTUME_ACCE) { case CItemData::COSTUME_ACCE: { m_acceEffect = EFFECT_REFINED + EFFECT_ACCE_SPECIAL; break; } if (m_acceEffect) m_acceEffect = __AttachEffect(m_acceEffect); break; } kind regards Link to comment Share on other sites More sharing options...
xDiiZeRx 40 Posted October 4, 2017 Share Posted October 4, 2017 Hello! I have a problem too, and i fixed. Change SASH with ACCE In InstanceBase.h, Search: Quote EFFECT_REFINED_NUM, And change this: Quote EFFECT_SASH, With this Example 31: Quote EFFECT_SASH = 31, And Playersettingmodule.py change what you did: Quote if app.ENABLE_SASH_SYSTEM: chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED + 31, "Bip01", "d:/ymir work/pc/common/effect/armor/acc_01.mse") Link to comment Share on other sites More sharing options...
Developer Ikarus_ 2426 Posted October 5, 2017 Developer Share Posted October 5, 2017 I want to see this func : __ClearAcceRefineEffect My youtube channel on which you can see my works here Link to comment Share on other sites More sharing options...
Itachi 44 Posted October 5, 2017 Author Share Posted October 5, 2017 hace 6 horas, riku11 dijo: I want to see this func : __ClearAcceRefineEffect void CInstanceBase::__ClearAcceRefineEffect() { if (!m_acceEffect) return; __EffectContainer_DetachEffect(m_acceEffect); m_acceEffect = 0; } hace 12 horas, xDiiZeRx dijo: Hello! I have a problem too, and i fixed. Change SASH with ACCE In InstanceBase.h, Search: And change this: With this Example 31: And Playersettingmodule.py change what you did: is not correct the topic is not the visualization of the efect but refreshing of equipment or not try to define it differently and how it should be correctly and does not take the functions Link to comment Share on other sites More sharing options...
Developer Ikarus_ 2426 Posted October 5, 2017 Developer Share Posted October 5, 2017 I think I found the hitch : eAcce = eAcce + 65536; // __ClearAcceRefineEffect(); // Clear the previous effect // m_acceEffect = EFFECT_REFINED + EFFECT_ACCE_SPECIAL; // __EffectContainer_AttachEffect(m_acceEffect); m_GraphicThingInstance.AttachAcce(eAcce, 0, CRaceData::PART_ACCE); if (!eAcce) { __ClearAcceRefineEffect(); m_GraphicThingInstance.SetScale(1.0f, 1.0f, 1.0f); m_GraphicThingInstance.SetScalePosition(0.0f, 0.0f, 0.0f); m_awPart[CRaceData::PART_ACCE] = 0; } if(!eAcce) it not possible because eAcce = eAcce + 65536; -> eAcce is never 0 so.. replace this part with eAcce = eAcce + 65536; // __ClearAcceRefineEffect(); // Clear the previous effect // m_acceEffect = EFFECT_REFINED + EFFECT_ACCE_SPECIAL; // __EffectContainer_AttachEffect(m_acceEffect); m_GraphicThingInstance.AttachAcce(eAcce, 0, CRaceData::PART_ACCE); if ( eAcce == 65536) { __ClearAcceRefineEffect(); m_GraphicThingInstance.SetScale(1.0f, 1.0f, 1.0f); m_GraphicThingInstance.SetScalePosition(0.0f, 0.0f, 0.0f); m_awPart[CRaceData::PART_ACCE] = 0; } 1 My youtube channel on which you can see my works here Link to comment Share on other sites More sharing options...
Itachi 44 Posted October 5, 2017 Author Share Posted October 5, 2017 hace 1 hora, riku11 dijo: I think I found the hitch : eAcce = eAcce + 65536; // __ClearAcceRefineEffect(); // Clear the previous effect // m_acceEffect = EFFECT_REFINED + EFFECT_ACCE_SPECIAL; // __EffectContainer_AttachEffect(m_acceEffect); m_GraphicThingInstance.AttachAcce(eAcce, 0, CRaceData::PART_ACCE); if (!eAcce) { __ClearAcceRefineEffect(); m_GraphicThingInstance.SetScale(1.0f, 1.0f, 1.0f); m_GraphicThingInstance.SetScalePosition(0.0f, 0.0f, 0.0f); m_awPart[CRaceData::PART_ACCE] = 0; } if(!eAcce) it not possible because eAcce = eAcce + 65536; -> eAcce is never 0 so.. replace this part with eAcce = eAcce + 65536; // __ClearAcceRefineEffect(); // Clear the previous effect // m_acceEffect = EFFECT_REFINED + EFFECT_ACCE_SPECIAL; // __EffectContainer_AttachEffect(m_acceEffect); m_GraphicThingInstance.AttachAcce(eAcce, 0, CRaceData::PART_ACCE); if ( eAcce == 65536) { __ClearAcceRefineEffect(); m_GraphicThingInstance.SetScale(1.0f, 1.0f, 1.0f); m_GraphicThingInstance.SetScalePosition(0.0f, 0.0f, 0.0f); m_awPart[CRaceData::PART_ACCE] = 0; } you are right with it is solved the refresh error sorry the annoyance has any idea how to attach a definition for various effects? Link to comment Share on other sites More sharing options...
Developer Ikarus_ 2426 Posted October 6, 2017 Developer Share Posted October 6, 2017 I think I have not fully understood your request My youtube channel on which you can see my works here Link to comment Share on other sites More sharing options...
Itachi 44 Posted October 6, 2017 Author Share Posted October 6, 2017 hace 52 minutos, riku11 dijo: I think I have not fully understood your request be able to use different effects on each type of sash Link to comment Share on other sites More sharing options...
Developer Ikarus_ 2426 Posted October 6, 2017 Developer Share Posted October 6, 2017 I know I can do that, but I don't have the time or even the desire, I'm sincere asd. My youtube channel on which you can see my works here Link to comment Share on other sites More sharing options...
Itachi 44 Posted October 6, 2017 Author Share Posted October 6, 2017 I can pay Link to comment Share on other sites More sharing options...
xDiiZeRx 40 Posted February 28, 2018 Share Posted February 28, 2018 Hello! Scale sash system: This is the hidden content, please Sign In or Sign Up 14 1 1 1 5 1 1 Link to comment Share on other sites More sharing options...
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